And here’s the picture it produces. Note the sharp moon and gridlines with the blurry sun 🙂

Next on the hit parade, add a test to see if the corners of the convolution filter touch anything above the luminance threshold and discard if it doesn’t. My guess is that should speed up things a lot. Done. Discovered that there are some odd problems that crop up as the screen gets made quite large. This could have something to do with the fact that I’m not checking to see that the convolution patch’s coordinates can run off the texture (i.e not clamped between 0.0 and 1.0)?

Migrate the screen drawing to a DrawableObject class. I’m pretty sure it should work there, as long as it’s called after postDraw3D(). In fact, it should be possible to have multiple screen drawing classes, though I’m not sure why.

Add shader directory to svn repo – done

And it appears that after a while, something is clogging the graphics pipeline, because the drawing slows way done. This does look like it’s due to the shader, as the neg.fs doesn’t seem to be slowing things down. Yep, adding clamping to the glow.fs shader fixed that problem. Still have the problem where the screen texture gets messed up if the window gets too big…